[ Reviewed by JuddHunter ]

 

Star Rancor is meant as a continuation of a Quake2 map, Mel Soaring. Some areas do have a slightly Quake2 feel, but I'll say one thing for the design: it's unique.

 

The whole map is a blend between a military base theme and a Xeno theme. It's actually set inside a Xen temple. Most of the outdoor architecture is pretty bland, without a whole lot of innovation. While you're in the temple, though, it gets cooler and more attractive. It may turn some people away from the maps, so if you expect good-looking levels, you may not be thrilled in the beginning. Just give it time.

 

There's some odd-looking colored lighting throughout the map, and it goes from strange to downright annoying at times. It makes the whole map seem a bit surrealistic,…but since that's the effect the author is trying to create, it does a good job.

 

The gameplay is totally the opposite of many sets out there. You don't face a single human enemy (ala Darkstar), and the only humans you’ll find are dead grunts scattered around. There's a large number of alien enemies, though, sometimes 8-10 in one area (the last part is a killer). There's an abundance of alien slaves, it seems, because you’ll face some around every corner.

 

While the monsters are pretty varied, there are a few little quirks which make it a bit frustrating. Namely, the fact that monsters teleport in without any notice. You constantly have to check behind you to make sure nothing warped in out of nowhere. There's also a lack of puzzle-type play. Most of the set is run-and-shoot stuff, which, while fun for a while, starts getting old rather fast. It feels a bit too linear, which sadly, most sets feel like these days.

 

Despite the quirks, though, this set is extremely original. The whole plot behind it, especially with it being a sequel to a Quake II series, is pretty interesting. The Xen theme is something we really haven’t seen much of in the HL scene, probably cause many people didn’t like HL's Xen. It has a lot of potential, though, and this map taps into that.

 

In the end, the map plays in a very linear way. At times it just seems a bit forced, because there isn’t any side way to get somewhere. Even so, it's a nice map to look at, and the challenge, especially later on, is good. I'm looking forward to some more work from Shaun, it just needs some polishing and refining.